Tweak boat physics when inside water
parent
3cba55703a
commit
b6c3cc0ed7
|
@ -146,15 +146,22 @@ end
|
|||
|
||||
function boat.on_step(self, dtime)
|
||||
self._v = get_v(self.object:get_velocity()) * get_sign(self._v)
|
||||
local in_water = true
|
||||
local on_water = true
|
||||
local in_water = false
|
||||
local v_factor = 1
|
||||
local v_slowdown = 0.02
|
||||
local p = self.object:get_pos()
|
||||
if not is_water({x=p.x, y=p.y-boat_y_offset, z=p.z}) then
|
||||
in_water = false
|
||||
v_factor = 0.405
|
||||
if (not is_water({x=p.x, y=p.y-boat_y_offset, z=p.z})) then
|
||||
on_water = false
|
||||
v_factor = 0.5
|
||||
v_slowdown = 0.04
|
||||
elseif (is_water({x=p.x, y=p.y-boat_y_offset+1, z=p.z})) then
|
||||
on_water = false
|
||||
in_water = true
|
||||
v_factor = 0.75
|
||||
v_slowdown = 0.05
|
||||
end
|
||||
|
||||
if self._driver then
|
||||
local ctrl = self._driver:get_player_control()
|
||||
local yaw = self.object:get_yaw()
|
||||
|
@ -204,14 +211,14 @@ function boat.on_step(self, dtime)
|
|||
end
|
||||
end
|
||||
local s = get_sign(self._v)
|
||||
if not in_water and math.abs(self._v) > 0.1 then
|
||||
v_slowdown = v_slowdown * 5
|
||||
if not on_water and not in_water and math.abs(self._v) > 0.25 then
|
||||
v_slowdown = math.min(self._v - 0.25, v_slowdown * 5)
|
||||
elseif in_water and math.abs(self._v) > 0.5 then
|
||||
v_slowdown = math.min(self._v - 0.5, v_slowdown * 5)
|
||||
end
|
||||
self._v = self._v - v_slowdown * s
|
||||
if s ~= get_sign(self._v) then
|
||||
self.object:set_velocity({x = 0, y = 0, z = 0})
|
||||
self._v = 0
|
||||
return
|
||||
end
|
||||
if math.abs(self._v) > 5 then
|
||||
self._v = 5 * get_sign(self._v)
|
||||
|
@ -221,35 +228,33 @@ function boat.on_step(self, dtime)
|
|||
local new_velo
|
||||
local new_acce = {x = 0, y = 0, z = 0}
|
||||
if not is_water(p) then
|
||||
-- Not on water or inside water: Free fall
|
||||
local nodedef = minetest.registered_nodes[minetest.get_node(p).name]
|
||||
new_acce = {x = 0, y = -9.8, z = 0}
|
||||
new_velo = get_velocity(self._v, self.object:get_yaw(),
|
||||
self.object:get_velocity().y)
|
||||
self.object:set_pos(self.object:get_pos())
|
||||
else
|
||||
p.y = p.y + 1
|
||||
if is_water(p) then
|
||||
-- Inside water: Slowly sink
|
||||
local y = self.object:get_velocity().y
|
||||
if y >= 5 then
|
||||
y = 5
|
||||
elseif y < 0 then
|
||||
new_acce = {x = 0, y = 20, z = 0}
|
||||
else
|
||||
new_acce = {x = 0, y = 5, z = 0}
|
||||
y = y - 0.01
|
||||
if y < -0.2 then
|
||||
y = -0.2
|
||||
end
|
||||
new_acce = {x = 0, y = 0, z = 0}
|
||||
new_velo = get_velocity(self._v, self.object:get_yaw(), y)
|
||||
self.object:set_pos(self.object:get_pos())
|
||||
else
|
||||
-- On top of water
|
||||
new_acce = {x = 0, y = 0, z = 0}
|
||||
if math.abs(self.object:get_velocity().y) < 1 then
|
||||
local pos = self.object:get_pos()
|
||||
pos.y = math.floor(pos.y) + boat_y_offset
|
||||
self.object:set_pos(pos)
|
||||
new_velo = get_velocity(self._v, self.object:get_yaw(), 0)
|
||||
self.object:set_pos(pos)
|
||||
else
|
||||
new_velo = get_velocity(self._v, self.object:get_yaw(),
|
||||
self.object:get_velocity().y)
|
||||
self.object:set_pos(self.object:get_pos())
|
||||
end
|
||||
end
|
||||
end
|
||||
|
|
Loading…
Reference in New Issue